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Perk buffs version 2 (killers)
Hello folks,
This is the second version of my ideas for perk buffs, which i uploaded a while ago. This time I had to split the discussion into two, because it became too long for only one.
https://forums.bhvr.com/dead-by-daylight/discussion/435967/perk-buffs-version-2-survivors/p1?new=1
I tried to remove unneccesarry conditions from perks and add new effects I would like to see. My goal was to make more perks viable and good to increse perk variety in matches, which would benefit the game a lot. Therefore I suggest some of my ideas in hopes, that behvior might make more of them better sooner than later and maybe behavior puts some of them into the game, which would be quite cool.
If you have any more ideas for perk buffs feel free to add them and please give some constructive feedback. While I tried to make them as balanced (but also strong) as I could, l will probably have slept on some of them and it is always interesting to read the different opinions on things.
If there is a new status effect you don`t know, it is probably a new one, which you find in the buttom. There are also changes to existing ones.
A thank you to @UndeddJester and @Xernoton , who looked into some of my ideas beforehand.
Killer
Agitation
- When carrying a survivor, you benefit from the following effects:
- Increases your Movement speed by 6/12/18%.
- Increases your Terror Radius by +12 metres.
- Increases the speed you pick up and hook survivors by 50%. (New)
This could be a nice alternative to lightborn and it would be a nice effect, that makes the gameplay faster and smoother.
Alien instinct
- This perk activates when you hook a survivor. You see the aura of the furthest injured survivor and all (was the furthest injured) survivors become Oblivious for 30s (was 20s).
It is far too limited right now.
Batteries included
- When within 12 meters of a generator, you get up to 5% haste depending on its progress (was around finished generators).
- The movement speed lingers for 5s after leaving the generator’s range
This way it could give you some early game value.
Beast of prey
- Removes the red stain permanently (new)
- Grants the undetectable status effect after reaching bloodlust one. The status effect persists ( was is lost) once you lose bloodlust for 20 seconds.
I always wanted a perk that removes the red stain.
Bitter murmur
- Each time a Generator is completed, the Auras of all Survivors within 16 metres of that Generator are revealed to you and they become exposed (new) for 10s (was 5s)
- Once the last Generator is completed, the Auras of all Survivors are revealed to you and they become exposed (new) for 10/13/15seconds (was10s).
The exposed could lead to some funny situations and downs.
Blood echo
- Whenever you hook a Survivor, all other injured (removed) Survivors suffer from the Exhausted and Haemorrhage Status Effects for 25/30/35 (was 30) seconds.
The injured requirement limits it too much.
Bloodhound
- Fresh blood marks are considerably more discernible than normal and can be tracked 4s longer than normal
- You see the aura of pools of blood through walls in a 12m range, the aura of new pools of blood appears delayed by 1s (new)
- Healthy survivors drop pools of blood when getting chased (new)
A different way to track survivors other than survivor auras and scratch marks.
Call of brine
- Damaging a generator affects it with call of brine’s for 60 seconds. The generator regresses at 150-170% (was 125%) of the normal progression speed and you can see its aura in yellow.Each time a Survivor completes a (was good) skill check on a generator affected by this perk, you receive a loud noise notification (new).
- As long as the perk is active on a generator, that generator starts to regress again as soon as survivors stop working on it. (New)
- Can be active on multiple generators (was one).
Extremely Overnerfed. The basekit regression is 15 charges (1 charge = 1 second) over a period of 60 seconds and with call of brine it’s almost the exact same: 18,75 charges!! Keep in mind survivors can still stop the regression before that, which makes COB do even less. With 150% it is 22,5 charges over 60s, which is at least okey (7,5 charges regression increase). With 170% you get 10,5 more charges of regression.
With the other changes it would kinda work like a weaker ruin, which regresses generators survivors stop working on and extend the duration if survivors hit a good skill check. This would benefit the information part of the perk as well.
Overcharge/call of brine/ruin should all at least be 150%, otherwise the regression increase is almost nothing. I’m also not against increasing the base regression to ⅓ c/s instead of ¼ c/s.
Darkness revealed
- Searching a Locker has the following effect: The Auras of Survivors within 10-12 meters (was 8m) of any Locker are revealed to you for 6/7/8 seconds. Darkness Revealed has a cool-down of 30 seconds.
- Spawns 2-4 extra lockers at free chest locations. (new)
- Dredge being in a locker counts as searching a locker and therefore activates this perk. (new)
The range is often too small and on some maps aren’t many lockers. Since it’s dredges perk it would make sense spawning more lockers and activating it by being inside one.
Dead man’s switch
- After hooking a Survivor, Dead Man's Switch gains two stacks up to 6 (was activates): Blocks the first Generator any Survivor stops repairing for 25/30/35 (was 50s) and consumes one stack. The Blocked Generator is highlighted to you in white.
I don’t like the fact that all synergies with killer powers (Sadako/freddy) got removed, only to make the strongest killer perk (pain res) even stronger.
Deathbound
- When a survivor heals another survivor, they scream and activate deathbound. When the healer is further away than 4 (was 8) meters from the survivor they healed, both (was the healer) suffer from the Oblivious status effect. This lasts until the healer loses a health state.
I liked the direction it went after the last buff, but it is still not very good, because the oblivious rarely comes into play.
Deerstalker
- Unlocks potential in one’s aura reading ability: The auras of survivors in the dying state within 32 meters of your location is revealed to you.
- Downing a survivor grants undetectable for 8s (new)
- All survivors within 8-12 meters of a dying survivor become oblivious. (new)
It would make it easier to look around for a survivor with a flashlight and allow to catch them off guard.
Dissolution
3 seconds(removed) after injuring a survivor by any means, Dissolution activates for 20s. While Dissolution is active, if a survivor fast vaults over a pallet inside of your terror radius, The entity will break the pallet at the end of the vault and dissolution deactivates
It is currently far too situational, because of the 3s you have to wait. Please remove or reduce the activation cooldown.
Distressing
- Your Terror and lullaby (new) Radius is increased by 12m (was 20/25/30%).
- Whenever a generator gets completed, survivors hear the close proximity terror and lullaby radius map wide for 30s. (new)
- The longer survivors stay in the terror radius, the more closer the killer’s terror radius sounds. (new)
It would be a pseudo stealth perk by making your terror/lullaby radius bigger and map wide. Finally it could be used on all killers equally rather than only Wesker or 32 meter killers.
fearmonger from 2vs8 (partially basekit)
- While unseen and not in chase, gain 5% Haste. This has a cooldown of 15-25 seconds after seen or out of chase.
That could help low mobility killers to traverse the map quicker, while not doing much on the stronger ones and we could also get bigger maps or they at least stop shrinking.
Forced penance
- Survivors who take a Protection Hit suffer from the Broken Status Effect for the next 60/70/80 seconds.
- For every hook gain a token, for each token survivors are hindered by 7% whenever they take a protection hit. (new, @UndeddJester)
Game afoot
While you are chasing the Obsession, this perk activates.(Removed)- Damaging a generator and breaking walls or pallets give you a 5 % haste status for 10 seconds.
- Whenever you hit a survivor with the total most time in chase with a basic attack, they become the obsession.
The haste rarely activates. Without the obsession requirement it could be useful for catching up.
Genetik Limits
- Whenever a Survivor loses a Health State, all survivors (was 1) suffer from the Exhausted and Blindness (new) Status Effect for 6/7/8 seconds.
Could be a nice perk against windows of opportunity and it could create some funny situations, where someone follows with iron will, which gets deactivated and the killer suddenly hears them.
Scourge hook: Hangman’s trick (no longer a scourge hook perk)
- Gain a notification when survivors begins sabotaging a hook
- While carrying a Survivor, see the aura of any survivor within 9m (was 12m) of a normal hook and within 14m of a scrounge hook (was only scourge hook). This effect persists for 8 seconds after hooking the survivor (new).
- When a survivor starts to sabotage a hook, they scream and become exposed for 20-40 seconds. (new)
With this change it could become a nice tracking perk again. The scourge hook requirement limits it too much. Now having a scourge hook would be a benefit instead of a limitation. It would also interrupt sabotaging survivors by the scream and make it very risky to stay there for longer.
Hexes
- Hexes look like dull totems for the first 30 seconds in the trial (new)
- Hexes are dull until their effects are triggered by survivors (new, @UndeddJester, @jesterkind)
They often get found by survivors spawning near them at the start of the trial. That way they are hidden for a bit, which allows them to survive the early game if survivors do not randomly cleanse totems.
Hex: Haunted ground
- 2-3 (was 2) Hex totems will spawn in the trial.
- When (was either one of the 2-3) a Hex totems is cleansed by a survivor, all survivors suffer from the exposed status effect for 60s.
The remaining trapped Hex totem immediately becomes a Dull Totem(removed) - (Haunted ground is always active, it’s not affected by the general hex changes)
Giving it only one use makes it really bad and it doesn’t do anything in most cases.
Hex: Corrupt intervention (now a hex)
- At the start of the trial two hex totems spawn and the furthest 3 generators get blocked by the entity (was for 120s). When one hex corrupt intervention gets cleansed, the other one becomes a dull totem and the perk deactivates. Both hex totems are blocked for the first 60 seconds into the trial.
- Removes the antennas from generators at the start of the trial. (New)
Can’t say whether making it a hex would be a buff or nerf, but I found this idea interesting and removing the antennas makes locating generators more difficult.
Hex: Ruin
- All generators are affected by hex: ruin. While a generator is not being repaired by a survivor, it will immediately and automatically regress repair progress at 150% (was 100%) of the normal regression speed.
Overnerfed.
Hex: Shadowborn (rework)
- Everything becomes darker for survivors and the fog is closer for them. The killer sees everything like normal.
The current effect is pretty much useless and far too niche.
Hex: Thrill of the Hunt
- For each Totem remaining in the environment, Hex: Thrill of the Hunt is granted 1 Token. For each Token, all Survivors suffer from a stack-able 10/11/12 %. Action Speed penalty to Cleansing and Blessing Totems.
- For each dull totem all survivors suffer from a 3% repair, healing, vault and sabotage speed penalty. (new)
It needs an effect that makes using it on its own without another hex worth.
Hex: Undying (revert with some adjustments)
- While Hex: Undying is active, Survivors within 2 metres of any Totem have their Aura revealed for 4/5/6 seconds.
- When another Hex Totem is cleansed, that Hex transfers to an available Dull Totem, losing 2 (was any) Tokens in the process. The same hex perk can only be transferred twice (new).
- Adds 3 more dull totems to the trial. (new)
The problem of old undying was it transferred a hex perk four times, which required the survivors to search and cleanse it four times as well. The problem of current undying is it only transfers the hex once and it is already visible from the start, which allows the survivors to cleanse the hex before it even transferred another hex once. The aura reading is also very lackluster and doesn’t do much right now, that’s why I added more totems to it, which helps both effects.
Insidious
- Standing still for 0,5s (was 2s) grants you the undetectable status effect until you move or act again.
- Undetectable status effects linger for 3-6 seconds (new)
- Suppresses the sound of the chase music for 3-6 seconds on both sides after entering a chase (new)
- Unlocks the revealed status effect (new, from 2v8)
The leather pursuer for undetectable. This change would make it better in combination with other perks/powers and make it a lot more fun, smoother and useful on its own. It would allow sneaking up on survivors unnoticed more easily by starting the chase music later.
Mad grit
- Whenever you are carrying a Survivor, Mad Grit activates:
- Removes the Cool-down of missed Basic Attacks.
- Pauses the Wiggle Progression of the carried Survivor for 2/3/4 seconds each time you successfully hit another Survivor.
- Allows to lunge for 0,5s. This has a cooldown of 5s. (new)
Having a lunch while carrying sounds fun to me.
Merciless storm
- When a generator reaches 90% progress, survivors working on the generator will be faced with continuous skill checks. If they miss or stop repairing the generator is blocked by the entity for 20s. Merciless storm can trigger on the same generator after 50 seconds again (was only once).
- When survivors miss a skill check before the generator reaches 90% of progress, the generator gets blocked for 1 seconds. (New)
- Extends the duration of generator blocks by 2-3 seconds. (New)
It would be so cool if it could activate more often. The other effects would synergies well with other perks or itself and slow the game down a bit.
Monitor & Abuse
- While in chase your terror/lullaby radius (was only terror radius) increases by 8 meters. Otherwise, your terror/lullaby radius is decreased by 8 meters.
- Hooking each survivor for the first time grants you 1 stack up to 4. Each stack increases your terror/lullaby radius by 1m in chase and decreases it otherwise by 1m each. (New)
I would love seeing it getting a buff like that, which allows you to get an even smaller/bigger terror/lullaby radius and encourages spreading hooks.
Nemesis
- Any Survivor who blinds you or stuns you using a Pallet or a Locker becomes the Obsession.
- Anytime your Obsession switches to another Survivor by any means, that Survivor then suffers from the Oblivious Status Effect for as long as they are the obsession (was 40/50/60 seconds) and their Aura is revealed to you for 4 seconds.
60 seconds of oblivious for getting stunned isn’t a lot, especially when those survivors already know you are chasing them, which results in the perk doing pretty much nothing.
Overcharge
- Overcharge a generator by performing the damage generator action. The next survivor interacting with that generator is faced with a difficult skill check, failing it results in an additional 4% loss of progress. Succeeding it grants no progress but prevents the generator explosion.
- After overcharge is applied to a generator, its regression speed increases from 85% of normal to 150% (was 130%) of normal over the next 30 seconds.
Overnerfed.
Overwhelming presence
- Your terror/lullaby radius becomes map wide for the first 30 seconds of the trial. (new)
- Survivors within your terror/lullaby radius (was only terror radius) suffer from inefficiency. Affected survivor’s items consumption rates are increased by 100%. The aura of survivor’s gets shown to the killer when they consume charges from their items (new), this effect lingers for 7s (new).
- Survivors suffer from the silence status effect in your terror radius. (new)
Now you see at least when survivors are affected by it, and it would grant a spooky atmosphere by removing all sounds. It would also be a nice little counter to toolboxes at the start of matches.
Predator
- When a Survivor loses you in a chase, their Aura is revealed to you for 4 seconds. Predator has a cool-down of 60/50/40 seconds.
- You see the aura of scratch marks in a 6-12 meter range. (new)
When playing short killers like Sadako, it is often very hard to keep track of scratch marks, especially on maps with a lot of grass or bushes.
Hex: Retribution (no longer a hex)
- Survivors (was cleansing or blessing) in a 4-6m radius of any Totem, they suffer from the Oblivious Status Effect. This effect lingers for 35/40/45 seconds.
- After cleansing or blessing a Hex Totem the Auras of all Survivors are revealed to you for 15 seconds.
The problem of retribution is the cleansing or blessing requirement and its reliance on bringing other hex perks. That would be solved by making it apply oblivious around all Totems in a certain radius and it got simple counterplay -> cleanse the totems.
Save the best for last
- Earn a token for each successful basic attack that is not dealt to the obsession. Each token grants 4% decreased successful basic attack cooldown, you can earn up to 8 tokens.
- When you hit the obsession with a basic attack
or special attack(removed), lose 2 tokens. You cannot gain tokens as long as your obsession is sacrificed or killed.
You should not lose tokens by special attacks, when you can’t gain tokens by special attacks and especially not when it doesn’t reduce the cooldown of special attacks. This perk is straight up unusable on some killers.
Scourge hook: Floods of rage
- At the start of the Trial, 4 random Hooks are changed into Scourge Hooks: The Auras of Scourge Hooks are revealed to you in white.
- Each time a Survivor is transferred to another hook (new) or unhooked from a Scourge Hook, the following effects apply: The Auras of all other Survivors are revealed for 5/6/7 seconds.
- When a survivor tries to unhook another survivor from a scourge hook, that survivor gets transferred to another scourge hook and the hook progress is paused for 30 seconds. This can only happen once to the transferred survivor. (New)
It often shows you the aura of all survivors in not very advantageous situations like when you are in chase. This often makes you overlook other survivors, but now you get it at least two times. “You form a psychic connection with The Entity and alter the rules of the Trial.” I took that sentence as inspiration for the new effect.
Scourge hook: Gift of pain
- At the start of the trial 4 random hooks are changed into scourge hooks. You see their auras in white.
- When a Survivor is unhooked from a scourge hook, they suffer from the mangled and Hemorrhage status effect until healed (was for 90s). The first time the survivor is healed, they suffer a 18% (was 16%) speed penalty to healing and repairing actions until injured again.
It shouldn’t have been nerfed with the mangled and hemorrhage nerfs, because it is a score hook perk.
Septic touch
- Whenever a survivor performs the healing action
within your terror radius(removed), that survivor suffers from blindness and Exhausted. - Those effects linger for 30s (was 10s) after a healing action is interrupted by any means.
Too short and too conditional.
Shattered hope (Rework)
- You can kick/distroy totems/boons (was only boons) that you find, which shows you the aura of all survivors for 6s. Doesn‘t work with pentimento.
- Shows the aura of boon totems in a range of 18 meters (new, only if boons get buffed).
- For each broken Totem gain one stack, for each stack performing the damage generator action reduces the progress of the generator by an additional 1.5 % of its total progress. (New)
The current effect could get activated without requiring boon totems and it would give you a nice effect for hunting all totems.
Stridor
- Increases the volume of Grunts of Pain of injured Survivors by 30/40/50 %.
- Increases the volume of regular breathing of Survivors by 15/20/25 %.
- Survivors breathe more rapidly when crouching or walking. (New)
Survivors would now breathe even when not moving, which would synergies well with its current effects and help finding hiding survivors.
Surveillance
- The Auras of regressing Generators are highlighted in white.
- If the Regression progress is interrupted on a Generator, its Aura will be highlighted in yellow for 8/12/16 seconds
- Surveillance increases the audible range of Survivors' Generator-repairing and generator (new) noises by 12 (was 8) metres.
Hearing generator’s noises from further away would save a lot of time running around.
Territorial imperative
- Whenever
you are farther than 24 metres from the basement while(removed) a Survivor enters the basement,Territorial Imperative activates: The aura of that Survivor is revealed to you and they become oblivious (new) for as longer for as they are in it (was 4/5/6s).Territorial Imperative has a cool-down of 45 seconds. (removed) When leaving the basement the aura reading and oblivious lingers for 1/2/3s. (new)
The conditions make this perk really bad, without them it could be fun to use and the basement would become a scary/dangerous place.
Thanatophobia
- For each injured, dying or hooked Survivor, all survivors receive a penalty of 4% to repair, sabotage and totem-cleansing speeds (was 2% for each injured survivor and +12% if four survivors are injured)
Tana is literally only good when playing plague or legion. I try to make it more accessible for all killers.
Thrilling tremors
- While carrying (was after picking up) a survivor, all generators not being repaired by any Survivors are blocked by the entity and cannot be repaired. This effect lingers for 16s. Affected generators are highlighted by a white aura.
Thrilling tremors can only be triggered once every 60s(removed)
Too many unnecessary restrictions right now and I don’t think there is a way to abuse this effect, because you can only carry survivors for a limited time and it doesn’t block generators with survivors on them.
Tinkerer
- Whenever a Generator is repaired to 70 %, you benefit from the following effects: Triggers a Loud Noise Notification for that Generator, revealing its location. Status Effect for the next 12/14/16 seconds.
- Tinkerer can trigger on the same generator after 50s again (was only once)
Having more activations than 5 would make it a good perk.
Trail of Torment
- After damaging a generator you become Undetectable until the generator stops regressing. During this time the generator’s yellow aura is revealed to survivors.
- This effect can only trigger every 30s.
- When a survivor deactivates Trail of Torment by stopping the regression, that survivor suffers from oblivious for 20 seconds. (new)
Does probably not need it, but it would also not hurt since unforseen is a lot better.
Hex: Two can play (no longer a hex)
Anytime you are stunned or blinded by any Survivor a total of 4/3/2times, and if there is not yet a Hex Totem already associated with Hex: Two Can Play and there is at least one DullTotemremaining in the Trial Grounds, Hex: Two Can Play activates on a random Totem: (removed)- Survivors who stun or blind you are blinded for 3,5s (was 1.5s). This does not affect carried survivors.
This perk could be so much fun to use, when it wasn’t that bad and didn’t require a hex to be active. Make it work like enduring and it will be great.
Ultimate weapon
- When you open a Locker, all Survivors within 32 metres of the Locker scream and reveal their location to you. This effect lingers on that locker for 10 seconds and then jumps to another 1-2 random lockers, where it stays active for 10 seconds as well (new). Ultimate Weapon has a cool-down of 40 (was 80/70/60) seconds.
- Screams ( was only from this perk) cause survivors to suffer from the Blindness Status Effect for 30 seconds.
- Dredge being in a locker counts as searching a locker and therefore activates this perk. (new)
This would solve the issue with the too limited range and the current cooldown is far too long!
Unbound
- When a Survivor becomes injured by any means, Unbound activates
for 24/27/30 seconds(removed): Grants a +5 % Haste Status Effect for 10 seconds after vaulting a Window. Unbound deactivates after the haste expired (new). This effect cannot stack with itself. (Removed)
When a survivor gets injured, they often run away from your current loop (instead of staying there) and while you try catching up the timer expires before you get a chance to use it.
Undone
- When a survivor misses a healing or repair skill check, gain 6 tokens (was 3), when a survivor hits a good repair or healing skill check, gain 1 token (new), when a survivor hits a great repair or healing skill check, gain 2 tokens up to 30
- When you perform the break action on a generator, if you have any tokens, consume all of them. For each token consumed, the generator loses 1% progress and then blocks for 1s. Then once the generator is unblocked, it starts regressing.
This perk goes on cooldown for 60s(Removed)
This perk is too difficult to get any value from, because most survivors don’t miss skill checks and why do you have a cooldown on a perk that you can’t activate much? Getting tokens from successful skill checks would make it more consistent and getting more tokens from great skill checks than for goods would make it better in the higher levels as well.
Unnerving presence
- Survivors within your terror radius have a 30% (was 10%) greater chance of triggering Skill checks when repairing or healing. Triggered skill checks (was success zone are reduced by 60%) become medium difficult skill checks (like the ones from overcharge, just a bit slower).
Whenever I play against this perk, it feels like it makes hitting great skill checks easier. Whenever I play against overcharge, I actually miss skill checks quite a lot. Suggestion: faster skill checks, even more skill checks and small skill checks without a great success zone.
Unrelenting
- You recuperate faster from any attack made with your main weapon. The cool-down of missed attacks is decreased by 50 (was 20/25/30) %.
- After hitting a survivor with your melee attack you gain a token, for each token the cooldown of successful attacks is decreased by 10%. Each token expires after 30 seconds. Gaining a new token begins the expiring process of that token again. (new)
The new effect is meant to come in handy if you hit multiple survivors in a 30 second window and make you stronger the more you chain the effect. Basically safe the best for last, that only works in group situations.
Whispers
- Sporadically hear The Entity’s whisper when standing within a 32m range of a Survivor. After 15-20s of the survivors being within its range, the whispering becomes directional, leading you to the survivors in range (new) and the survivors start to hear the entity’s whispering.
A different new way to find survivors other than auras and scratch marks. Maybe even a fun little perk to troll survivors when they randomly hear the whispering, I have introduced it so survivors know the killer knows where they are.
Status effects:
- Blindness: Hides killer objects, which are shown map wide outside of a 32 meter range or reduces the aura reading range of killer objects with a range limit by 8 meters (new additional effect).
This would make it more useful on some killers.
- Mangled / Hemorrhage: The timer stops ticking down while being in chase or on hook.
Currently the effects often expire while in chase or on hook, which makes them go away before they do something.
- Hemorrhage: Instead of leaving pools of blood, affected survivors leave trails of blood (was made them spawn more often)
It would make sense since you lose a lot more blood when bleeding, which would create trails of blood.
- Escapist status effect (new): Increases the anti camp radius by 12m and increases your luck by 1% for each 4% of the anti camp bar.
A way to buff all perks, which are related to being hooked.
- Revealed status effect (from 2v8): Shows you when your aura is revealed and for how long.
This could be helpful to know when your aura is revealed, so you don’t hide next to the killer and instead start running.
- Silence status effect (new): You hear nothing but silence and the visual heart beat sensor deactivates.
This would be an upgraded version of oblivious, that also hides lullabies and makes survivors deaf. It could get added to a lot of addons and perks, which would make them very interesting.
- fog status effect (new): A wall of fog blocks your view outside of a 18-24 meter range and you don’t see auras through it.
I got that idea from silent hill 2, where the fog is really close and doesn’t allow you to look very far. It would be very cool for dbd, even when it is just a buff to the fog offerings. If you have ideas to which perk this effect fits, please tell me.
Thanks for Reading!